Gaze-based interaction: A 30 year retrospective

Gaze-based interaction: A 30 year retrospective
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DOI:
10.1016/j.cag.2018.04.002
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发表时间:
2018-06-01
影响因子:
2.5
通讯作者:
Duchowski, Andrew T.
Duchowski, Andrew T.
中科院分区:
计算机科学3区
文献类型:
--
作者:
Duchowski, Andrew T.

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本文回顾了基于注视的交互,并将其分类为四种形式,即诊断(离线测量)、主动(选择、注视拍摄)、被动(注视点渲染,又名注视点随机显示)和表达(注视合成)。诊断交互是眼动追踪应用程序的支柱,包括培训或专业知识评估,并且由于其主要是离线需求,可能是最长的凝视使用。对凝视的诊断分析仍然非常有需求,特别是在飞行或手术训练等训练情况下。主动互动源于用眼睛指向和点击的欲望,凝视手势越来越受欢迎。被动交互是对场景元素的操作,以响应凝视方向,例如,提高帧率。表达性眼动是由其综合得出的,它可以利用由目标导向的任务(如阅读)驱动的眼动的程序(随机)模型。在讨论每一种形式的互动,开创性的结果和最近的进展进行了回顾,突出突出的研究问题。调查报告扩展了对VS-Games 2017的邀请会议贡献。(C) 2018 Elsevier Ltd.版权所有。
Gaze-based interaction is reviewed, categorized within a taxonomy that splits interaction into four forms, namely diagnostic (off-line measurement), active (selection, look to shoot), passive (foveated rendering, a.k.a. gaze-contingent displays), and expressive (gaze synthesis). Diagnostic interaction is the mainstay of eye-tracked applications, including training or assessment of expertise, and is possibly the longest standing use of gaze due to its mainly offline requirements. Diagnostic analysis of gaze is still very much in demand, especially in training situations such as flight or surgery training. Active interaction is rooted in the desire to use the eyes to point and click, with gaze gestures growing in popularity. Passive interaction is the manipulation of scene elements in response to gaze direction, e.g., to improve frame rate. Expressive eye movement is drawn from its synthesis, which can make use of a procedural (stochastic) model of eye motion driven by goal-oriented tasks such as reading. In discussing each form of interaction, seminal results and recent advancements are reviewed, highlighting outstanding research problems. The survey paper extends an invited proceedings contribution to VS-Games 2017. (C) 2018 Elsevier Ltd. All rights reserved.